Thank you. You are totally right about Core image and GLSL not being
panacea, and I will admit my core OpenGL API knowledge is more than
lacking.
However, the issue is that I need a cropped image, since I am sending
this image/texturing input to something more like a Billboard.
Replacing the Sprite with a Billboard in your patch does render the
same output. The Billboard shows the full image.
Essentially, I think for my purposes I need to have a new texture, a
subtexture, which is unique and independent due to the fact that I am
using something more akin to a billboard than a sprite renderer (I am
using highly modified GLHeighfield plugin as my rendering destination).
Now perhaps this means I can internally treat my texture/QC image
input like a the Sprite does and use the texturematrix (glTexcoord,
correct?) as the image extents. Looking into this, it seems 10.5 has a
API for textureMatrix:
so I should be able to do:
[myImage bindTextureRepresentationToCGLContext:cgl_ctx
textureUnit:GL_TEXTURE0 normalizeCoordinates:YES];
glTexcoord4f([myImage textureMatrix]);
glBlahBlah;
should should basically work as a Sprite, no? Time to try it out. My
only concern is that my plugin will now be processing a 5000x5000
texture internally, rather than just my cropped duplicate standalone
image. I will mediate on this and report back.
Thanks again.
P.S. Shotguns are fun though!
On Jan 4, 2008, at 4:35 AM, Michael Kwasnicki wrote:
You are all trying to kill a mosquito with a shotgun.
GLSL or CoreImage is not ment to be the used for everything.
Some basic OpenGL skills would teach you what can be done without
those.
I've attached an example.
The only thing is that I'm not sure what is done with images larger
than the graphics card supports (for most it means 4096x4096). If
you can get into software rendering then you can use images up to
16384x16384.
I hope this helps at least a bit.
-Michael
<ScrollThrougLargeImages.qtz>
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